Hi,
Attached fix to avoid vector usage in StateGraph::prune and reduce heap
allocations.
Thanks,
Mikhail.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgUtil/StateGraph>
#include <osg/Notify>
using namespace osg;
using namespace osgUtil;
void StateGraph::reset()
{
_parent = NULL;
_stateset = NULL;
_depth = 0;
_children.clear();
_leaves.clear();
}
/** recursively clean the StateGraph of all its drawables, lights and depths.
* Leaves children intact, and ready to be populated again.*/
void StateGraph::clean()
{
// clean local drawables etc.
_leaves.clear();
// call clean on all children.
for(ChildList::iterator itr=_children.begin();
itr!=_children.end();
++itr)
{
itr->second->clean();
}
}
/** recursively prune the StateGraph of empty children.*/
void StateGraph::prune()
{
// call prune on all children.
ChildList::iterator citr=_children.begin();
while(citr!=_children.end())
{
citr->second->prune();
if (citr->second->empty())
{
_children.erase(citr++);
continue;
}
++citr;
}
}
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